本文整理匯總了Golang中github.com/gazed/vu.Eng類的典型用法代碼示例。如果您正苦於以下問題:Golang Eng類的具體用法?Golang Eng怎麽用?Golang Eng使用的例子?那麽, 這裏精選的類代碼示例或許可以為您提供幫助。
在下文中一共展示了Eng類的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Golang代碼示例。
示例1: Create
// Create is the startup asset creation.
func (kc *kctag) Create(eng vu.Eng, s *vu.State) {
top := eng.Root().NewPov()
view := top.NewView()
view.SetUI()
kc.ui = view.Cam()
kc.positions = kc.keyPositions()
// Create the keyboard image.
kc.kb = top.NewPov().SetScale(900, 255, 0).SetLocation(450, 100+85, 0)
kc.kb.NewModel("uv").LoadMesh("icon").AddTex("keyboard")
// Pressed key focus
kc.focus = top.NewPov().SetScale(50, 50, 0)
kc.focus.NewModel("uv").LoadMesh("icon").AddTex("particle")
// Place the key symbols over the keys.
font := "lucidiaSu18"
fontColour := "lucidiaSu18Black"
for code, key := range kc.positions { // map key is key code, map value is key struct
if char := vu.Keysym(code); char > 0 {
cx, cy := key.location()
letter := top.NewPov().SetLocation(cx, cy, 0)
model := letter.NewModel("uv")
model.AddTex(fontColour).LoadFont(font).SetPhrase(string(char))
}
}
// Have a lighter default background.
eng.SetColor(0.45, 0.45, 0.45, 1)
kc.resize(s.W, s.H)
}
示例2: Create
// Create is the engine callback for initial asset creation.
func (sg *sgtag) Create(eng vu.Eng, s *vu.State) {
sg.run = 10 // move so many cubes worth in one second.
sg.spin = 270 // spin so many degrees in one second.
sg.cam = eng.Root().NewCam()
sg.cam.SetPerspective(60, float64(800)/float64(600), 0.1, 50)
sg.cam.SetLocation(0, 0, 6)
sg.tr = newTrooper(eng, 1)
// initialize the reactions
sg.reacts = map[int]inputHandler{
vu.K_W: sg.forward,
vu.K_A: sg.left,
vu.K_S: sg.back,
vu.K_D: sg.right,
vu.K_Equal: sg.attach,
vu.K_Minus: sg.detach,
vu.K_0: func(i *vu.Input, down int) { sg.setTr(down, 0) },
vu.K_1: func(i *vu.Input, down int) { sg.setTr(down, 1) },
vu.K_2: func(i *vu.Input, down int) { sg.setTr(down, 2) },
vu.K_3: func(i *vu.Input, down int) { sg.setTr(down, 3) },
vu.K_4: func(i *vu.Input, down int) { sg.setTr(down, 4) },
vu.K_5: func(i *vu.Input, down int) { sg.setTr(down, 5) },
vu.K_P: sg.stats,
}
eng.SetColor(0.1, 0.1, 0.1, 1.0)
}
示例3: Create
// Create is the engine callback for initial asset creation.
func (rl *rltag) Create(eng vu.Eng, s *vu.State) {
rl.ww, rl.wh = 800, 600
rl.floors = make(map[int]*floor)
rl.setLevel(eng, vu.K_1)
eng.SetColor(0.15, 0.15, 0.15, 1)
return
}
示例4: Create
// Create is the startup asset creation.
func (sm *smtag) Create(eng vu.Eng, s *vu.State) {
scene := eng.Root().NewPov()
sm.cam = scene.NewCam()
// need a light for shadows.
sm.sun = scene.NewPov().SetLocation(0, 0, 0)
sm.sun.NewLight().SetColour(0.8, 0.8, 0.8)
// create a scene that will render a shadow map.
sm.cam = scene.NewCam()
sm.cam.SetLocation(0, 0, 10)
sm.cam.SetPerspective(60, float64(s.W)/float64(s.H), 0.1, 50)
// create a few objects that cast shadows.
sm.cube = scene.NewPov().SetLocation(-1, -1, -4)
sm.cube.NewModel("gouraud").LoadMesh("box").LoadMat("gray").CastShadow()
sm.cube.Spin(45, 45, 0)
sm.sphere = scene.NewPov().SetLocation(1, 1, -4)
sm.sphere.NewModel("gouraud").LoadMesh("sphere").LoadMat("red").CastShadow()
// create a ground block to show shadows.
ground := scene.NewPov().SetLocation(0, 0, -20).SetScale(50, 50, 5)
model := ground.NewModel("shadow").LoadMesh("box").LoadMat("gray").HasShadows()
model.AddTex("tile")
}
示例5: Update
// Update is the regular engine callback.
func (bb *bbtag) Update(eng vu.Eng, in *vu.Input, s *vu.State) {
run := 10.0 // move so many cubes worth in one second.
spin := 270.0 // spin so many degrees in one second.
if in.Resized {
bb.resize(s.W, s.H)
}
dt := in.Dt
for press, _ := range in.Down {
switch press {
case vu.K_W:
bb.cam.Move(0, 0, dt*-run, bb.cam.Lookxz())
case vu.K_S:
bb.cam.Move(0, 0, dt*run, bb.cam.Lookxz())
case vu.K_Q:
bb.cam.Move(dt*-run, 0, 0, bb.cam.Lookxz())
case vu.K_E:
bb.cam.Move(dt*run, 0, 0, bb.cam.Lookxz())
case vu.K_A:
bb.cam.AdjustYaw(dt * spin)
case vu.K_D:
bb.cam.AdjustYaw(dt * -spin)
case vu.K_T:
eng.Shutdown()
}
}
// Use screen coordinates from world coordinates.
if sx, sy := bb.cam.Screen(5, 2, -15, s.W, s.H); sx == -1 {
bb.screenText.SetVisible(false)
} else {
bb.screenText.SetVisible(true)
bb.screenText.SetLocation(float64(sx), float64(sy), 0)
}
}
示例6: Create
// Create is the engine callback for initial asset creation.
func (rl *rltag) Create(eng vu.Eng, s *vu.State) {
rl.run = 5 // move so many cubes worth in one second.
rl.spin = 270 // spin so many degrees in one second.
rl.ww, rl.wh = 800, 600
rl.floors = make(map[int]*floor)
rl.setLevel(eng, vu.K_1)
eng.SetColor(0.15, 0.15, 0.15, 1)
return
}
示例7: Create
// Create is the engine callback for initial asset creation.
func (tm *tmtag) Create(eng vu.Eng, s *vu.State) {
tm.ww, tm.wh = s.W, s.H
view := eng.Root().NewView()
tm.cam = view.Cam()
tm.cam.SetOrthographic(0, float64(tm.ww), 0, float64(tm.wh), 0, 50)
sun := eng.Root().NewPov().SetLocation(0, 5, 0)
sun.NewLight().SetColour(0.4, 0.7, 0.9)
// create the world surface.
seed := int64(123)
patchSize := 128
tm.world = land.New(1, patchSize, seed)
worldTile := tm.world.NewTile(1, 0, 0)
textureRatio := 256.0 / 1024.0
tm.surface = vu.NewSurface(patchSize, patchSize, 16, float32(textureRatio), 10)
// create a separate surface for generating initial land textures.
emap := land.New(1, patchSize, seed-1)
etile := emap.NewTile(1, 0, 0)
etopo := etile.Topo()
// merge the land height and land texture information into a single surface.
tm.evo = make([][]float64, patchSize)
for x := range tm.evo {
tm.evo[x] = make([]float64, patchSize)
}
numTextures := 3.0
pts := tm.surface.Pts()
topo := worldTile.Topo()
for x := range topo {
for y := range topo[x] {
pts[x][y].Height = float32(topo[x][y])
evolution := (etopo[x][y] + 1) * 0.5 * numTextures // (-1,1 map to 0-2), map to 0-3
pts[x][y].Tindex = int(evolution)
pts[x][y].Blend = float32(evolution) - float32(int(evolution))
tm.evo[x][y] = evolution // remember for later.
}
}
// Add a rendering component for the surface data.
scale := 10.0
tm.ground = eng.Root().NewPov().SetLocation(0, -300, -10).SetScale(scale, scale, 1)
tm.gm = tm.ground.NewModel("land").AddTex("land")
tm.gm.LoadMat("land").SetUniform("ratio", textureRatio)
tm.gm.NewMesh("land")
tm.surface.Update(tm.gm, 0, 0)
// Add water planes.
tm.ocean = eng.Root().NewPov()
tm.ocean.SetLocation(256, 0, -10.5)
tm.ocean.SetScale(float64(tm.ww), float64(tm.wh), 1)
tm.ocean.NewModel("alpha").LoadMesh("plane").LoadMat("blue2")
tm.coast = eng.Root().NewPov().SetLocation(256, 0, -10)
tm.coast.SetScale(float64(tm.ww), float64(tm.wh), 1)
tm.coast.NewModel("alpha").LoadMesh("plane").LoadMat("blue")
return
}
示例8: Create
// Create is the engine callback for initial asset creation.
func (cr *crtag) Create(eng vu.Eng, s *vu.State) {
cr.run = 10 // move so many cubes worth in one second.
cr.spin = 270 // spin so many degrees in one second.
cr.top = eng.Root().NewPov()
sun := cr.top.NewPov().SetLocation(0, 10, 10)
sun.NewLight().SetColour(0.8, 0.8, 0.8)
cr.view = cr.top.NewView()
cr.cam = cr.view.Cam()
cr.cam.SetPerspective(60, float64(800)/float64(600), 0.1, 500)
cr.cam.SetLocation(0, 10, 25)
// load the static slab.
slab := cr.top.NewPov().SetScale(50, 50, 50).SetLocation(0, -25, 0)
slab.NewBody(vu.NewBox(25, 25, 25))
slab.SetSolid(0, 0.4)
slab.NewModel("gouraud").LoadMesh("cube").LoadMat("floor")
// create a single moving body.
useBalls := true // Flip to use boxes instead of spheres.
cr.striker = cr.top.NewPov()
cr.striker.SetLocation(15, 15, 0) // -5, 15, -3
if useBalls {
cr.getBall(cr.striker)
} else {
cr.getBox(cr.striker)
cr.striker.SetRotation(&lin.Q{X: 0.1825742, Y: 0.3651484, Z: 0.5477226, W: 0.7302967})
}
cr.striker.Model().SetColour(rand.Float64(), rand.Float64(), rand.Float64())
// create a block of physics bodies.
cubeSize := 3
startX := -5 - cubeSize/2
startY := -5
startZ := -3 - cubeSize/2
for k := 0; k < cubeSize; k++ {
for i := 0; i < cubeSize; i++ {
for j := 0; j < cubeSize; j++ {
bod := cr.top.NewPov()
lx := float64(2*i + startX)
ly := float64(20 + 2*k + startY)
lz := float64(2*j + startZ)
bod.SetLocation(lx, ly, lz)
if useBalls {
cr.getBall(bod)
} else {
cr.getBox(bod)
}
}
}
}
// set non default engine state.
eng.SetColor(0.15, 0.15, 0.15, 1)
rand.Seed(time.Now().UTC().UnixNano())
}
示例9: Create
// create the game screens before the main action/update loop is started.
func (mp *bampf) Create(eng vu.Eng, s *vu.State) {
rand.Seed(time.Now().UnixNano())
mp.eng = eng
mp.ani = &animator{}
mp.setMute(mp.mute)
mp.eventq = list.New()
mp.createScreens(s.W, s.H)
mp.state = mp.choosing
mp.active = mp.launch
mp.active.activate(screenActive)
eng.SetColor(1, 1, 1, 1) // White as default background.
}
示例10: Create
// Create is the engine callback for initial asset creation.
func (fm *fmtag) Create(eng vu.Eng, s *vu.State) {
fm.view = eng.Root().NewView()
fm.view.SetUI()
eng.SetColor(0.95, 0.95, 0.95, 1)
// create the panel layout examples.
fm.layouts = append(fm.layouts, fm.simpleLayout(eng, s.W, s.H))
fm.layouts = append(fm.layouts, fm.spanLayout(eng, s.W, s.H))
fm.layouts = append(fm.layouts, fm.grabLayout(eng))
fm.layouts = append(fm.layouts, fm.largeLayout(eng, s.W, s.H))
fm.layouts = append(fm.layouts, fm.doubleLayout(eng))
fm.layouts[fm.example].setVisible(true)
// set non default engine state.
fm.resize(s.W, s.H)
}
示例11: newHud
// newHud creates all the various parts of the heads up display.
func newHud(eng vu.Eng, sentryCount, wx, wy, ww, wh int) *hud {
hd := &hud{}
hd.root = eng.Root().NewPov()
hd.view = hd.root.NewView()
hd.view.SetUI()
hd.cam = hd.view.Cam()
hd.setSize(wx, wy, ww, wh)
// create the HUD parts.
hd.pl = newPlayer(hd.root, hd.w, hd.h)
hd.xp = newXpbar(hd.root, hd.w, hd.h)
hd.mm = newMinimap(eng.Root().NewPov(), sentryCount)
hd.ce = hd.cloakingEffect(hd.root)
hd.te = hd.teleportEffect(hd.root)
hd.ee = hd.energyLossEffect(hd.root)
hd.resize(hd.w, hd.h)
return hd
}
示例12: Create
// Create is the startup asset creation.
func (bb *bbtag) Create(eng vu.Eng, s *vu.State) {
bb.run = 10 // move so many cubes worth in one second.
bb.spin = 270 // spin so many degrees in one second.
top := eng.Root().NewPov()
view := top.NewView()
bb.cam = view.Cam()
bb.cam.SetLocation(0.5, 2, 2.5)
sun := top.NewPov().SetLocation(0, 3, -3)
sun.NewLight().SetColour(0.4, 0.7, 0.9)
// Load the floor model.
floor := top.NewPov()
floor.NewModel("gouraud").LoadMesh("floor").LoadMat("floor")
// Create a single image from multiple textures using a shader.
c4 := top.NewPov().SetLocation(0.5, 2, -1).SetScale(0.25, 0.25, 0.25)
model := c4.NewModel("spinball").LoadMesh("billboard")
model.AddTex("core").AddTex("core").AddTex("halo").AddTex("halo")
model.SetAlpha(0.4)
// Try banner text with the 3D scene perspective camera.
font := "lucidiaSu22"
banner := top.NewPov().SetScale(0.1, 0.1, 0.1).SetLocation(-10, 3, -15)
banner.NewModel("uv").AddTex(font + "White").LoadFont(font).SetPhrase("Floating Text")
// Try billboard banner text with the 3D scene perspective camera.
banner = top.NewPov().SetScale(0.025, 0.025, 0.025).SetLocation(-10, 2, -15)
banner.NewModel("bb").AddTex(font + "White").LoadFont(font).SetPhrase("Billboard Text")
// Banner text with an ortho overlay.
v2D := eng.Root().NewPov()
view2D := v2D.NewView()
view2D.SetUI()
bb.ui = view2D.Cam()
// 2D static location.
banner = v2D.NewPov().SetLocation(100, 100, 0)
banner.NewModel("uv").AddTex(font + "White").LoadFont(font).SetPhrase("Overlay Text")
// 3D world to 2D screen location.
bb.screenText = v2D.NewPov()
bb.screenText.NewModel("uv").AddTex(font + "White").LoadFont(font).SetPhrase("Screen Text")
bb.resize(s.W, s.H)
}
示例13: Create
// Create is the engine callback for initial asset creation.
func (ff *fftag) Create(eng vu.Eng, s *vu.State) {
rand.Seed(time.Now().UTC().UnixNano())
// create the overlay
ff.top = eng.Root().NewPov()
view := ff.top.NewView()
view.SetUI()
ff.cam = view.Cam()
ff.mmap = ff.top.NewPov().SetScale(10, 10, 0)
ff.mmap.SetLocation(30, 30, 0)
// populate the map
ff.msize = 69
ff.plan = grid.New(grid.ROOMS_SKIRMISH)
ff.plan.Generate(ff.msize, ff.msize)
width, height := ff.plan.Size()
for x := 0; x < width; x++ {
for y := 0; y < height; y++ {
if ff.plan.IsOpen(x, y) {
block := ff.mmap.NewPov()
block.SetLocation(float64(x), float64(y), 0)
block.NewModel("uv").LoadMesh("icon").AddTex("wall")
ff.spots = append(ff.spots, ff.id(x, y))
}
}
}
// populate chasers and a goal.
numChasers := 30
for cnt := 0; cnt < numChasers; cnt++ {
chaser := ff.mmap.NewPov()
chaser.NewModel("uv").LoadMesh("icon").AddTex("token")
ff.chasers = append(ff.chasers, chaser)
}
ff.goal = ff.mmap.NewPov()
ff.goal.NewModel("uv").LoadMesh("icon").AddTex("goal")
ff.flow = grid.NewFlow(ff.plan) // flow field for the given plan.
ff.resetLocations()
// set non default engine state.
eng.SetColor(0.15, 0.15, 0.15, 1)
ff.resize(s.W, s.H)
}
示例14: visualize
// Called once to create the visual parts of a panel.
func (lo *layout) visualize(eng vu.Eng) {
lo.top = eng.Root().NewPov()
lo.setVisible(false)
lo.sects = make([]vu.Pov, len(lo.form.Sections()))
lo.labels = make([]vu.Pov, len(lo.form.Sections()))
for cnt, sect := range lo.form.Sections() {
// place a box at the section location.
lo.sects[cnt] = lo.top.NewPov()
lo.sects[cnt].NewModel("uv").LoadMesh("icon").AddTex("cell")
// place the cell name in the middle of the cell.
lo.labels[cnt] = lo.top.NewPov()
model := lo.labels[cnt].NewModel("uv").AddTex("lucidiaSu16Black")
if sect.Label() == "" {
model.LoadFont("lucidiaSu16").SetPhrase("-")
} else {
model.LoadFont("lucidiaSu16").SetPhrase(sect.Label())
}
}
}
示例15: Update
// Update is the regular engine callback.
func (tt *totex) Update(eng vu.Eng, in *vu.Input, s *vu.State) {
spin := 270.0 // spin so many degrees in one second.
if in.Resized {
tt.resize(s.W, s.H)
}
dt := in.Dt
for press, _ := range in.Down {
switch press {
case vu.K_Q:
tt.frame.Spin(0, dt*-spin, 0)
case vu.K_E:
tt.frame.Spin(0, dt*+spin, 0)
case vu.K_A:
tt.monkey.Spin(0, dt*-spin, 0)
case vu.K_D:
tt.monkey.Spin(0, dt*+spin, 0)
case vu.K_T:
eng.Shutdown()
}
}
}